Pokémon Universe > Ideas & Suggestions
Tutoring Trainers
Wire:
If i could go back on the hms and tms maybe haveing 5 or 6 attack slots instead of your normal 4 but 2 of the slots have to go to hms it would be pretty helpful.
gaurdianAQ:
I like your second idea, but it would have to be a very high number because if you get a very powerful tm like hydro pump or earthquake then you don't want them to be able to teach it to every pokemon.
Maybe after you learn it, in the beginning there is only a 25% chance it will work and you can increase it eventually to say maybe a cap of 60% and afterwards if it fails you have to wait maybe a day before you can try it again.
Or to balance things out maybe make it so that the difficulty of learning the TM is based on the strength of it, so say water gun, that would be an easy one in comparison to hydro pump.
Or possibly you could evolve the TM's your trainer can learn. So you start off by teaching water gun, and then eventually it becomes hydro pump.
Leader Korock:
Number 1: Personally, I hate it. I mean why would a trainer need experience. In Normal Pokemon games (B/W, HG/SS, etc.) The trainers don't get experience. I think it should follow video game logic. Also if you MUST do it, then make the sword appear in the top corner of the screen. Why on the ground? It will just ruin the beautiful scenery of the game.
Number 2: I kinda hate this idea too. In Black and White you can use the TM's the entire game no matter how much you use them. In all other games, HM's always stay permanently. I think this game should follow the video game logic, and have the same level up mechanics (Medium slow, Medium fast, fast, slow, very slow, very fast).
What I do think you should have is Rotation and triple battles again. Those are fun. Well I'll leave you too reading this. Later.
Jerry:
Oops, indeed. I read 'no Trainer experience, but only Pokemon experience' >.<
But then, you already elaborated on that idea Declan :)
genbor:
- Yes I did imagine it to have a certain limitation or a very low experience (not low enough to discourage people from wasting time watching others fight, but not high enough either to allow for power leveling) and also about the limit; it is realistic to say that after watching people fight you have nothing more to learn from other trainers. I really like that. It could be used as a way to encourage people to group/form parties with other people and not the same people, since it would benefit them more to socialize and learn from each other.
To say it again, how I imagined this experience gain from each other would only work if you have the same Pokémon as the other trainer. See how others use that same Pokémon and 'integrate it' into their knowledge.
Ex: You have a Bulbasaur as a Pokémon. The other trainer has him as well, and you learn from each other - gain Trainer Experience -
The only requirement would be to own the same Pokémon, whether in PC or in Inventory. This would also encourage Players to go out and catch other Pokémon instead of just sticking with one set.
= About the Trainer Experience. I know the games didn't do that, but PU doesn't have to follow the games or canon to be an enjoyable game, and I personally like the idea of Trainer Levels and not just Pokémon.
- About the HMs, TMs: I think I said the same thing; It would have to be pretty high for it to be unique. If everyone can get it easily, it wouldn't have much point in making it. I also like your idea of the move strengths; what you said about starting out with a simple Water Gun, and evolving it into a Hydro Pump. I think that might make it even more worth while.
With this you could also make it so that a rare TM (HMs should be available to everyone cause of their need for moving around) would be mainly available to a Guild - this way making your Guild a bit stronger and making it have a more unified feel, also it would have more use, since guilds should have "Guild Secrets" in my humble opinion. A rare TM could be one of them.
Well that it for now 8)
Cheers, Genbor
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